works for me - looks like on the screenshot.
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
...
renderer2.begin3DRendering();
...
...
...
gl.glOrtho(0, getWidth(), 0, getHeight(), 0, 128);
some ideas:
-ether try clearing the depth buffer too or disable depth testing gl.glDisable(GL.GL_DEPTH_TEST); (I think its enabled by default)
-don't set the near frustum pane to exactly 0. Since you are doing 2d rendering something like gl.glOrtho(0, getWidth(), 0, getHeight(), -1, 1); should work better
(I only took a quick look at your code but it looks like you are currently rendering exactly on the frontpane which could cause clipping problems in general)